Base of brush is black.

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
I made an elevator (func_movelinear) and when you see the bottom of it, it's black.
It's like this because it spawns on the floor and there's no light hitting the bottom when I compile the map.
I can't use info_light, because it only works for props. What can I do?
 
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Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
GAHHH!!! Don't make elevators out of func doors!!
Use a func_movelinear or func_tracktrain with 2 path_tracks.
Both of those require more effort but and better to learn to do and use in maps.
Use the search to look for the lifts tutorial by Spacecweasels if you want for the information for how to do those.
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
GAHHH!!! Don't make elevators out of func doors!!
Use a func_movelinear or func_tracktrain with 2 path_tracks.
Both of those require more effort but and better to learn to do and use in maps.
Use the search to look for the lifts tutorial by Spacecweasels if you want for the information for how to do those.

Ok, I'm using a func_movelinear now. But I still want to fix the black base somehow.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Thats easy, just stick a light where it starts.
Make a hollow under where it starts and put a light in there.
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
Thats easy, just stick a light where it starts.
Make a hollow under where it starts and put a light in there.

But then there wont be any floor, and if I do that but don't delete the floor there will just be a random light coming from nowhere. :S

Edit: Here is a picture, It might make things easier:

elevatorq.jpg
 
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AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Try making it start on the top.

I think the lights generate on where it is at start, And there are like no light under it from start.
 
Feb 14, 2008
1,051
931
Even better; don't make an elevator at all there's a reason why Valve have an unused elevator model in the files - because they don't work very well.

It's black because I guess when the map is compiled the brush is touching the floor; meaning no light can reach it, and so it isn't lit.

Delete the elevator; and add some stairs instead is a much better option.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
prop_dynamic/prop_physics are lit dynamically
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
attached is what I meant, this if you still want an elevator.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
it doesn't matter where you build the elevator if it's a train, as it will snap to the start position when the map is loaded.

that way you can build it in the middle of a well lit room, or where ever.
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
Ok, I made the elevator a func_tracktrain. The problem is, it moves up and down forever even If I don't touch it. It cant be the trigger_multiple that's causing this, because the elevator starts out doing this.

The elevator itself:

liftblueintel.jpg


Trigger Multiple:

trigger.jpg
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Set a nodraw brush as your func_track_train, and tie to it some func_brush non solid to make the visible part of your elevator( you can make some fancier geometry since it won't be the colliding parts). You can then set up a minimal light level for these func_brush, hence avoiding complete darkness.

Btw, you can also do it with a func_door (by parenting to it the func_brush)
 
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00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
Set a nodraw brush as your func_track_train, and tie to it some func_brush non solid to make the visible part of your elevator( you can make some fancier geometry since it won't be the colliding parts). You can then set up a minimal light level for these func_brush, hence avoiding complete darkness.

Btw, you can also do it with a func_door (by parenting to it the func_brush)

Wow, why didn't I think of that. I used a player clip instead of nodraw though. Thanks.